Installation

Asset Store import, dependencies, and first compile

LocalizeShip version 1.0.0 is a $129 commercial Unity Asset Store package. It is purchased only through the Unity Asset Store. It is not distributed for free on GitHub, and there is no public UPM registry endpoint for it. The GitHub repository you may have found is documentation and issue tracking only.

LocalizeShip runs on top of an existing provider

The capture shows the optional I2 Localization and Dialogue System adapters absent; it is not licensed-install verification.


Requirements

Requirement Version Why it matters
Unity Editor 6000.5.4f1 — the verified baseline All development and the 12 acceptance suites were run here
Unity Localization 1.5.13 (com.unity.localization) The official provider adapter uses its editor API
Addressables 1.25.0 (com.unity.addressables) Installed automatically as a Localization dependency
TextMeshPro / uGUI Included with Unity 6 Layout measurement and glyph checks
I2 Localization Optional, your licence Compile-isolated adapter only
Pixel Crushers Dialogue System Optional, your licence Compile-isolated adapter only

Only Unity 6000.5.4f1 is claimed as verified. LocalizeShip does not claim a test matrix for other Unity versions.


Step 1 — Install Unity Localization first

Install the dependency before LocalizeShip, so the adapter compiles on first import.

  1. Open Window → Package Manager.
  2. Switch the package source to Unity Registry.
  3. Search for Localization.
  4. Select Localization and install version 1.5.13 (or verify that version is already pinned).
  5. Let Unity resolve Addressables 1.25.0.
  6. Wait for the project to finish compiling and for the Localization Tables window to become available.

You can confirm the version in Packages/manifest.json:

{
  "dependencies": {
    "com.unity.localization": "1.5.13",
    "com.unity.addressables": "1.25.0"
  }
}

Step 2 — Get LocalizeShip from the Asset Store

  1. Sign in to the Unity account that purchased LocalizeShip.
  2. Open the Unity Asset Store listing and add the package to My Assets if you have not already.
  3. In Unity, open Window → Package Manager.
  4. Change the source dropdown to My Assets.
  5. Search for LocalizeShip.
  6. Click Download, then Import.
  7. In the import window, keep all files selected and click Import.

Depending on the Asset Store delivery, the package may arrive as a .unitypackage through Assets → Import Package → Custom Package. Both paths produce the same project layout. There is no .unitypackage download on GitHub.

What gets added

Assets/Decnet/LocalizeShip/
├── Adapters/        ILocalizationProvider + Unity, I2, Dialogue System adapters
├── Core/
│   ├── Models/      workspace, revisions, approvals, findings, merge plans
│   └── Services/    revision tracker, impact engine, merge planner, gates, rules
├── Editor/
│   ├── Menus/       Tools > Decnet > LocalizeShip
│   ├── Services/    provider discovery, source navigation, diagnostics
│   └── Windows/     the studio windows
├── Runtime/Capture/ CaptureFixture + CaptureRunner
├── Samples/RPGSample/
├── Tests/Editor/    12 EditMode acceptance suites
└── Documentation/   offline markdown manual

Assembly definitions isolate the layers:

Assembly Purpose
Decnet.LocalizeShip.Core Models and domain services; no editor UI
Decnet.LocalizeShip.Adapters Provider interface and adapter implementations
Decnet.LocalizeShip.Runtime CaptureFixture and CaptureRunner
Decnet.LocalizeShip.Editor Editor windows, menus and editor-only services
Decnet.LocalizeShip.Samples RPG sample UI and scene setup
Decnet.LocalizeShip.Tests.Editor EditMode acceptance tests

If your own asmdef needs to attach capture fixtures, add a reference to Decnet.LocalizeShip.Runtime. Do not reference the Editor assembly from runtime code.


Step 3 — Verify the install

  1. Wait for compilation to finish with no errors.
  2. Confirm Tools → Decnet → LocalizeShip exists.
  3. Open Tools → Decnet → LocalizeShip → Guided Setup.
  4. The provider list should show:
    • Unity Localization (Official) — installed, version string 1.5.13.
    • I2 Localization (Optional Adapter) — not installed unless the define and package are present.
    • Pixel Crushers Dialogue System (Optional Adapter) — not installed unless the define and package are present.
  5. Close the wizard without creating anything if you only wanted to verify compilation.

The Unity adapter reports IsInstalled = true and a fixed version string 1.5.13. That is a build-time baseline, not a live package query. Use the Package Manager to confirm the actual resolved version.


Optional adapter setup

Both optional adapters are compile-isolated. Without their define, the adapter still compiles and reports Not Installed; write operations throw NotSupportedException instead of failing silently.

I2 Localization

  1. Install I2 Localization in the project and let it compile.
  2. Open Project Settings → Player → Other Settings → Scripting Define Symbols.
  3. Add LOCALIZESHIP_I2_SUPPORT.
  4. Apply and wait for recompilation.

Pixel Crushers Dialogue System

  1. Install Dialogue System for Unity and let it compile.
  2. Add LOCALIZESHIP_PIXELCRUSHERS_SUPPORT to the same define list.
  3. Apply and wait for recompilation.

The I2 and Dialogue System adapters are verified for clean compilation and provider-absent behaviour. They have not been verified against licensed installations, and their collection read/write method bodies are placeholders behind the define. Treat them as integration scaffolding, not as a certified one-click integration. See I2 Localization and Dialogue System.


Version control setup

Commit the workspace asset and any generated handoff files you want to keep as release evidence. Do not commit Library/, Temp/ or Logs/.

A minimal .gitignore addition:

# Unity generated
/[Ll]ibrary/
/[Tt]emp/
/[Oo]bj/
/[Bb]uild/
/[Ll]ogs/
/[Uu]ser[Ss]ettings/

# LocalizeShip generated captures and handoffs (optional)
Assets/Decnet/LocalizeShip/Generated/Captures/
Assets/Decnet/LocalizeShip/HandoffExport/

If you want audit evidence in the repository, keep LocalizeShip_Report_v*.json and LocalizeShip_Report_v*.html. They are plain files written next to the project folder when you export from the Release Gate window.


Uninstalling

  1. Close all LocalizeShip windows.
  2. Delete Assets/Decnet/LocalizeShip.
  3. Remove the optional define symbols if you added them.
  4. Keep your generated workspace and report files if they are part of release evidence; they are plain assets/files and do not depend on the package being present to be read.

Installation checklist

  • Unity 6000.5.4f1 project opens cleanly.
  • Unity Localization 1.5.13 installed and compiling.
  • LocalizeShip imported from the Asset Store.
  • Tools → Decnet → LocalizeShip menu appears.
  • Guided Setup shows Unity Localization as installed.
  • Optional defines added only if the corresponding package is installed.
  • Workspace asset path chosen and added to version control.

Next: Quick Start.


Copyright © 2026 DecNet Games. All rights reserved. LocalizeShip is a commercial Unity Asset.

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